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In the one speedrun video of your game, the guy doesn't use shoot dive dodge once. John Wick doesn't do it more than once or twice in all of the movies and it's usually from behind cover to peek out. In a tactical scenario or real life scenario, losing foot ground means losing balance, just like in martial arts, when you are flying your destination is also predictable.
It would be great if enemies deliberately missed shots while the character is flying, like the rolls, but if my timing is off on a roll they usually hit me.
Cheers.
Video for reference:
https://www.youtube.com/watch?v=gwaCioFqWg8
https://www.youtube.com/watch?v=_fCDPpWHlBI
MP2 uses a spinning animation with a cutscene for bullettime reloads (when the hourglass is yellow color) but it's cheesy. In John Wick Chapter 2 there is a snappy reload at the end of the movie where he throws the magazine and then pulls back the slide to visually see if the bullet goes into the chamber (as to see if the 1911 mag fits his gun after picking it up).
I only use bullettime in SfH when I am dealing with lots of bad guys that are getting too close, it is really satisfying and sounds great. You could do some experiments with making time go 3-5% more slow after each shot, you can hear it audible when you hit someone as time goes slower and the sound reflects that.
It would be great if the dive mechanic had some free slow motion with it and a cool down timer so it can't be used immediately again. In Max Payne 1 dive mechanics used slow motion from the hourglass, in MP2 it was free to use and in MP3 it costs bullettime again, but you can use it at the end when the meter runs out. Another thing that is unclear is if after a dive jump, the character stays on the ground, I haven't got that to work, maybe I'm doing something wrong.
The bullettime meter you use fills up with each kill, but it would be cool if when you activate it, each kill would make time go a little bit slower until the 7th kill you get clean suit, he does a super fast automatic reload while the bullets go *brrt* in the HUD (because it's in super slowmo) and you can shoot immediately.
Out of curiosity, what do you think we could adjust for the dive mechanic to make it a more viable tool that Suits can use?